Marvel Vs. Capcom 3: Fate of Two Worlds Walkthrough & Strategy Guide

If you like massive moves lists you'll love Dante. He's got a dizzying array of attack options, some of which aren't even documented in the game. They're not all especially useful, though, so don't get caught up in trying to put on a show. Stick to the useful moves—Hysteric, Reverb Shock, Killer Bee, and Air Play—and mix in a lot of Air Trick teleports to try and break the opponent's defense.

Dante has some pretty rad combo potential, as evidenced below, so put on lots of pressure with the Air Trick and close-in air dashes with ju(H) for overheads and cross-ups. He can also play a decent keepaway game with the aforementioned Hysteric and Air Play projectiles. If you're gonna use Hysteric, do it when the opponent is off-screen during a super jump or otherwise indisposed and the tracking missiles will interrupt his pressure.

Also keep in mind Dante's Devil Trigger hyper. Devil Trigger gives Dante access to some pretty cool air moves, most notably the ability to fly and the Thunder Bolt projectile which comes out super fast and deals solid chip damage. Devil Trigger is also a solid option when you want to DHC-out your dying point character with Dante via a team hyper combo, or a good way to cancel a blocked special move that would otherwise leave Dante vulnerable. Sure it costs a meter, but it's not wasted—you've now got Devil Trigger to play with!

"Dante has a massive amount of special moves, and an answer to almost anything an opponent throws at him. One of his strongest abilities is if he's getting kept outside, he can teleport above and behind the enemy, no matter where they are on the screen. He's definitely the Ryu of Marvel vs. Capcom 3 in many respects.

"I think one of his weaknesses will be that he'll be a common opponent, so people will have a lot of experience against him. Another liability is that while he has a great offense, he struggles to overcome a strong defense, particularly if they can dodge his attacks. He also doesn't have the greatest projectile game or any sort of powerful grab. Dante players might also get frustrated against characters with strong offenses, so they need to watch out for that as well."

Dante Combos

Basic Combo

cr(L) cr(M) (H) xx + (H) xx + (ATK) + (ATK)

This is a simple way into Dante's punishing Million Dollars hyper combo. When doing ground combos with Dante, you'll want to start with low attacks—like the cr(L) and cr(M) here—but try not to hit with his cr(H)—it can be disruptive to combos if your timing isn't perfect. When you cancel into the Jet Stream special attack, let all of its hits come out before then canceling into the hyper (it should be nine hits into the combo)—you'll get the most damage.

This combo is borderline advanced, so don't sweat it if you find this hard. After launching the opponent into the air, connect with a short string before canceling into Killer Bee with + (L). Killer Bee will knock the opponent to the ground and allow Dante to OTG (off-the-ground) combo with (H). Cancel that (H) into Dante's Reverb Shock and then rapidly tap the (H) attack—the timing is a bit odd, but Dante should interrupt the Reverb Shock with a nunchuck-style shotgun attack. That shotgun attack can then cancel into the Million Dollars hyper combo. Or, if your timing is off and you missed the combo, that shotgun attack is a safe way out of the combo—if it doesn't hit, don't execute the hyper.

Launch the opponent and, like in the previous combo, knock him down to the ground with Killer Bee. When Dante lands, immediately tag the opponent with (H) (S) to launch him back into the air. Super jump after the opponent and quickly combo into Sky Dance (essentially the air version of Jet Stream). As soon as Dante lands, execute the Million Dollars hyper combo—the opponent should still be hit-stunned from Sky Dance and will eat the hits.